让人体模型自动长出新关节,更好还原拿东西和穿松衣的人体形态。
ToMiE: Towards Explicit Exoskeleton for the Reconstruction of Complicated 3D Human Avatars
- 基于梯度优化定位新增关节位置,适应手握物和宽松衣物的运动。
- 在多种复杂场景下,重建质量和动画自由度均优于现有方法。
- 适合需要高精度人体建模的影视、游戏与虚拟仿真应用。
本文指出,现有3D人体建模中常忽略手持物体或宽松衣物的复杂性。虽然参数化人体模型SMPL能贴合身体皮肤,但难以统一建模此类非刚性附属物,因它们的运动通常与身体解耦。为此,我们提出自适应扩展骨架的生长策略ToMiE,包含父关节定位与外接关节优化两阶段。通过结合LBS混合权重与运动核的梯度方法定位父关节;获得外部关节后,在不同帧间优化其在SE(3)空间的变换,实现可渲染、可显式动画的结构。实验表明,ToMiE在含手持物与宽松衣物的多种情况下,不仅显著提升重建质量,还支持新增关节的自由动画,大幅增强SMPL骨架的表达能力,适用于更广泛的应用场景。
原文摘要 · Abstract (English)
In this paper, we highlight a critical yet often overlooked factor in most 3D human tasks, namely modeling complicated 3D human with with hand-held objects or loose-fitting clothing. It is known that the parameterized formulation of SMPL is able to fit human skin; while hand-held objects and loose-fitting clothing, are difficult to get modeled within the unified framework, since their movements are usually decoupled with the human body. To enhance the capability of SMPL skeleton in response to this situation, we propose a growth strategy that enables the joint tree of the skeleton to expand adaptively. Specifically, our method, called ToMiE, consists of parent joints localization and external joints optimization. For parent joints localization, we employ a gradient-based approach guided by both LBS blending weights and motion kernels. Once the external joints are obtained, we proceed to optimize their transformations in SE(3) across different frames, enabling rendering and explicit animation. ToMiE manages to outperform other methods across various cases with hand-held objects and loose-fitting clothing, not only in rendering quality but also by offering free animation of grown joints, thereby enhancing the expressive ability of SMPL skeleton for a broader range of applications.
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